Hi AnimationVoice. This was a very cool RPG adventure. It has everything an RPG needs - Lore for the world, character interactions and a personal reason for the adventure (memory recovery and unveiling the secrets of the past in this case).
Character and enemy art is really awesome. And even the environment art and ui visuals really compliments the RPG feel.
Now for some "tough love" :
Like the feedback from others, I also feel like world building, interactions and gameplay loop needs a bunch of work. And if your going to go with the parody angle, the humor needs to really hit, even if players don't get the references. I always say, "If you want to make a parody, imagine Jim Carrey in a Scary Movie!"
Since others have covered most of these points, I won't bore with you any details about that. Instead my feedback is about the different elements of the RPG gameplay.
1. I feel the game is taking inspiration from old-school rpgs with turn-based combat and that's great. But I think the ui/ux design should take inspiration from modern style turn based RPGs. Like enemy hp bars showing on their heads and showing how much a move can damage an enemy. Then it's easy for the players to strategize and choose which move and target to choose. Otherwise the first few moves are guess work till you find which one does more damage. I sometimes used the strongest sp attack against a weak enemy who I could've one shoted with a basic attack and then I run out of MP so I had to use basic attack the whole battle against a strong enemy. Old-school games didn't show all that because of the hardware limitations but new games don't have that restriction anymore.
2. Next, all the MP related ui is confusing. Each attack shows the MP cost but I first thought it was the number of times I can use the move. Then when I saw it didn't decrease on using the move I thought it was its damage power but was wrong again. Finally figured it was MP cost when I saw the value on the MP remaining panel decrease. At first, the MP remaining panel was also confusing because again I thought this was the actual remaining move count value but same count kept appearing for each move so later realised I was wrong again. Icons for the specific stat would be nice like damage, defence, MP so player knows which value pertains to which stat. Also, MP recovery items are fine but MP should also regen over time. Takes the fun out if I have to return all the way to the shop just to regen MP to full when I just needed maybe 10 or 20 more for the next battle.
3. Regarding the battle, they are really fun and some are really challenging. But I don't get the reason for the timer meter. Maybe it's to wait to for an entire attack sequence to end so that next sequence doesn't overlap. But there are easy ways to do that internally. One way to do it is :
-> When a battle starts store the sum of the count of the player's party and the monster's party
-> Then start another count internally that increases by 1 after each party member's move completes
-> When the increased count is equal to or greater than the member count sequence is completed
-> Then give a 1s delay and then allow the player to choose the moves for the next sequence.
-> If a player party member or enemy party member is KO'd or revived, deduct or add to the member count accordingly.
Sometimes in a battle I have to wait around 3s AFTER all members have completed their moves to select my next move.
4. Also for the battles, along with the hp bar, you should also display details for Character/Enemy Level, Damage, Defense, etc. You can also show, their core elemental type (e.g. snake is poison), elemental resistances (e.g. Fire Resistance), elemental weaknesses (e.g. ice type enemy weak against fire), status effects (e.g. when an enemy is burned). If enemy or player party member gets hit with a move they are weak against, it does double damage and if they get hit by move they are resistant against then it does half damage. That way player can strategize better which move would do the most damage and which would do the least damage. Also, I feel like minimum damage should be atleast 1 otherwise it's like you wait for the attack animation for no reason.
5. Regarding the XP gained, the core logic is fine, but I think when the player party member's level increase then the xp gain value should decrease. I fought a group and got 200XP and leveled up to Lv 5 (only Xania in the party). Then defeating the same group again gave me same 200XP. If you get stronger, fighting same weak groups should give less XP than before you got stronger. For a party with more than 1 member, you can consider the average value of the levels of the party members to determine how much XP to give on winning a battle.
5. Lastly, about the NPCs, their walk speed is too fast and the delay for their next step is too short. I have to chase them around just to interact with them and then they say something basic. Ofcourse if it's part of the parody then that's fine but the resulting dialogue should have the right amount of humor to make the chase worthwhile. You can always give some NPCs slow movement with basic dialogues and some with fast speed with funny dialogues. Also, sometimes NPCs stand in the entry/exit point of a structure so I have to wait for them. You can assign an area radius from any entry/exit point which is not allowed for the NPC to move unless that NPC explicitly assigned to move through those points. And, I feel that letting the NPC or player walk behind the bottom wall is cool but unnecessary. Especially if I want to talk to an NPC but it walks behind the wall and then I have spam the interact button till I trigger an interaction. It's a top-down 2D game so no need to add stuff that top-down 3D games have.
FYI, I'm busy with a lot of life stuff so I didn't get a chance complete the entire demo but I'll surely finish it when I get more time and share any additional thoughts if needed.
This is just my advice, you can take what you like and whatever makes the gameplay experience better and ignore the rest. After all it's your game and you can make it however you enjoy making it.
Overall, the gameplay experience is missing a bunch of things that would make it entertaining but it has all the elements it needs to be a fun RPG or parody RPG and with some changes it'll get their soon. Thanks.